# tile dimensions <int w, int h>
dimensions
96 96

# have to be ordered appropriately in order to implicitly map positions
# sprite <string name, bool animated, uint frames, uint duration>
sprite
false 0 0
# vertical break for atlas, in order to set y correctly
break

sprite
false 0 0
break

sprite
true 6 8
break

sprite
true 6 8
break

sprite
false 0 0
break

sprite
false 0 0
break

sprite
true 6 8
break

sprite
true 6 8
break
